Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

Persistent Forts
28 Comments
Lycia Pintella 26 Jul @ 12:02pm 
Just wanted to report I got a reproduce-able crash when conquering an enemy's last settlement with a fort in Kuwaliya. To avoid the crash, I temporarily disabled the mod and took the settlement.

The script log right before the crash is:

(I tried with capturing, looting, and razing with the mod enabled and still got the crash)
[out] <76.6s> hcp_character_looted_settlement
[design] <76.6s> & Removing effect bundle [phar_main_effect_bundle_arinna_shrine_t1_effect_01] from region with key [phar_map_kuwaliya_kuwaliya]
[out] <76.6s> Persistant_forts: Reason: abandoned and culture: troy_rem_clt_thraco_phrygians for region phar_map_kuwaliya_kuwaliya
[out] <76.6s> hcp_character_created

I suspect I could have taken the fort out before the settlement to avoid the crash as well, but it would have cost me momentum in my campaign so I didn't get to try that.
The_Inquisitor 20 Jul @ 4:36am 
Hey, just wanted to leave a quick report of a CTD that happens when confederating a faction with this mod enabled in Dynasties. I have been able to get it consistenly with Ramesses and Agamemnon mid-game.
Yellow Bear 6 Dec, 2024 @ 2:42pm 
These are a real game changer. Id love to see these integrated into some other overhauls. Would you be willing?
Hecleas 23 Nov, 2024 @ 10:32am 
I notice that the forts were very poorly integrated into this game from a CAI point of view.
I mod the AI ​​as best I can, but I wanted to ask you if there is a way that the AI ​​does not consider the outposts or that they are not attackable?
Let him only consider the colonies and the enemy's forces.
If it's possible it would be great
IfThenOrElse  [author] 23 Nov, 2024 @ 3:11am 
I was investigating a way to destroy the fort, but the problem I encountered is that you can't change ownership of the slot. It's a limitation of the game as far as I can tell.
baaam 22 Nov, 2024 @ 6:46pm 
Is there anyway to remove neutral faction's fort in my region? i occupied enemy region but there had been a neutral faction's fort and it remains after my occupation
hedue10 26 Aug, 2024 @ 1:01am 
Would i be possible to make the army in a fort in a enemy Region losing Units over Time due to consuption
IfThenOrElse  [author] 25 Aug, 2024 @ 2:00pm 
I have pushed out an update, so that if you trade a region that has a fort, your fort will be destroyed and the army within will spawn at the settlement of that region.
ZenQ 24 Aug, 2024 @ 5:18am 
When selling or exchanging a region, the fort stays with the previous owner.
Is this a known limitation, or is it a bug?
BiggerLonger&UncutGigolo 17 Aug, 2024 @ 2:39am 
Thats alright Man, thanks for the response regardless.
IfThenOrElse  [author] 17 Aug, 2024 @ 2:17am 
I'm not sure if I can do that. The reinforcing is all hard coded as far as I can tell.
BiggerLonger&UncutGigolo 16 Aug, 2024 @ 9:36pm 
Would it be possible to make a separate mod that removes the forts ability to reinforce altogether?

I like the idea of settlements being taken and forts remaining garrisoned leaving my enemy confused on whether to press forward to the next region or spend their time removing said garrisons probably giving their enemy time to reinforce?
bli-nk 14 Aug, 2024 @ 9:37am 
This is pretty good. Ideally forts would be abandoned after 1-3 turns as supplies can no longer be brought to a fort in hostile territory but persistent forts is close enough to that idea and is neither a buff nor a nerf to players as the battle loot still requires a fight and using movement/upkeep to gain.
Xenos 8 Aug, 2024 @ 6:22am 
Is there any possibility to remove some of them from the map?
shaky_rivers 8 Aug, 2024 @ 2:49am 
Just an idea for another mod, have forts have a chance (like 12%) to gain a unit each turn like the warriors refuge. I had a look and on the DB side the effect looks like a dummy so must be a script thing.
IfThenOrElse  [author] 6 Aug, 2024 @ 11:32am 
Not sure, really depends on how much they've messed around with outposts. I make my mods to be as compatible as possible, but overhauls just edit so many things it's impossible to guarantee it's all good.
CalicoDJack 6 Aug, 2024 @ 8:59am 
is combatable with radious?
Pillman 4 Aug, 2024 @ 12:01pm 
Thank you!
IfThenOrElse  [author] 4 Aug, 2024 @ 2:51am 
Thanks for the report, I think I've fixed this now.
Pillman 3 Aug, 2024 @ 12:31pm 
I was playing Mycenae.
IfThenOrElse  [author] 3 Aug, 2024 @ 11:37am 
Pillman, can you identify what faction you were playing? I had a thought that I might need to update it for new dynasty factions. Will take a look
Mustard Jelly 3 Aug, 2024 @ 10:02am 
Nice mod. I am trying it right now.
Pillman 3 Aug, 2024 @ 9:17am 
Mod not working.
IfThenOrElse  [author] 2 Aug, 2024 @ 5:56am 
should be save game compatible.

I've not tested the AI thoroughly in Dynasties. It might not know about the forts existence. Does the AI ignore sea peoples outposts when in foreign slots?

If it is a problem, I may try and script some solution to it in the future.
CalicoDJack 1 Aug, 2024 @ 6:28pm 
Plus does ai unerstand that the fort is there ! Example : Ai attack a city a conquer it . The fort has troops , does ai attack it after take the city ? Does understant its existence ! Or the fort will be there ? Ans when the player attack the city it will help him ?
CalicoDJack 1 Aug, 2024 @ 5:53pm 
is save game compatable ?
IfThenOrElse  [author] 1 Aug, 2024 @ 4:54am 
That's beyond the scope of this mod. but I am working on another mod that could help. Got a little bit more debugging to do first!
Beren2502 1 Aug, 2024 @ 2:23am 
Hi there ^^
Thanks a lot for your mod. Do you think that it would be possible to modify the forts so they defend the other near outposts besides the main settlement?